/// Credit jack.sydorenko, firagon /// Sourced from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/ /// Updated/Refactored from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/#post-2528050 using System.Collections.Generic; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Primitives/UILineRenderer")] [RequireComponent(typeof(RectTransform))] public class UILineRenderer : UIPrimitiveBase { private enum SegmentType { Start, Middle, End, } public enum JoinType { Bevel, Miter } public enum BezierType { None, Quick, Basic, Improved, } private const float MIN_MITER_JOIN = 15 * Mathf.Deg2Rad; // A bevel 'nice' join displaces the vertices of the line segment instead of simply rendering a // quad to connect the endpoints. This improves the look of textured and transparent lines, since // there is no overlapping. private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad; private static readonly Vector2 UV_TOP_LEFT = Vector2.zero; private static readonly Vector2 UV_BOTTOM_LEFT = new Vector2(0, 1); private static readonly Vector2 UV_TOP_CENTER = new Vector2(0.5f, 0); private static readonly Vector2 UV_BOTTOM_CENTER = new Vector2(0.5f, 1); private static readonly Vector2 UV_TOP_RIGHT = new Vector2(1, 0); private static readonly Vector2 UV_BOTTOM_RIGHT = new Vector2(1, 1); private static readonly Vector2[] startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER, UV_TOP_CENTER }; private static readonly Vector2[] middleUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_CENTER, UV_TOP_CENTER }; private static readonly Vector2[] endUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_RIGHT, UV_TOP_RIGHT }; [SerializeField] private Rect m_UVRect = new Rect(0f, 0f, 1f, 1f); [SerializeField] protected Vector2[] m_points; public float LineThickness = 2; public bool relativeSize; public bool LineList = false; public bool LineCaps = false; public JoinType LineJoins = JoinType.Bevel; public BezierType BezierMode = BezierType.None; public int BezierSegmentsPerCurve = 10; [HideInInspector] public bool drivenExternally = false; /// /// UV rectangle used by the texture. /// public Rect uvRect { get { return m_UVRect; } set { if (m_UVRect == value) return; m_UVRect = value; SetVerticesDirty(); } } /// /// Points to be drawn in the line. /// public Vector2[] Points { get { return m_points; } set { if (m_points == value) return; m_points = value; SetAllDirty(); } } protected override void OnPopulateMesh(VertexHelper vh) { if (m_points == null) return; Vector2[] pointsToDraw = m_points; //If Bezier is desired, pick the implementation if (BezierMode != BezierType.None && m_points.Length > 3) { BezierPath bezierPath = new BezierPath(); bezierPath.SetControlPoints(pointsToDraw); bezierPath.SegmentsPerCurve = BezierSegmentsPerCurve; List drawingPoints; switch (BezierMode) { case BezierType.Basic: drawingPoints = bezierPath.GetDrawingPoints0(); break; case BezierType.Improved: drawingPoints = bezierPath.GetDrawingPoints1(); break; default: drawingPoints = bezierPath.GetDrawingPoints2(); break; } pointsToDraw = drawingPoints.ToArray(); } if (ImproveResolution != ResolutionMode.None) { pointsToDraw = IncreaseResolution(pointsToDraw); } // scale based on the size of the rect or use absolute, this is switchable var sizeX = !relativeSize ? 1 : rectTransform.rect.width; var sizeY = !relativeSize ? 1 : rectTransform.rect.height; var offsetX = -rectTransform.pivot.x * sizeX; var offsetY = -rectTransform.pivot.y * sizeY; vh.Clear(); // Generate the quads that make up the wide line var segments = new List(); if (LineList) { for (var i = 1; i < pointsToDraw.Length; i += 2) { var start = pointsToDraw[i - 1]; var end = pointsToDraw[i]; start = new Vector2(start.x * sizeX + offsetX, start.y * sizeY + offsetY); end = new Vector2(end.x * sizeX + offsetX, end.y * sizeY + offsetY); if (LineCaps) { segments.Add(CreateLineCap(start, end, SegmentType.Start)); } segments.Add(CreateLineSegment(start, end, SegmentType.Middle)); if (LineCaps) { segments.Add(CreateLineCap(start, end, SegmentType.End)); } } } else { for (var i = 1; i < pointsToDraw.Length; i++) { var start = pointsToDraw[i - 1]; var end = pointsToDraw[i]; start = new Vector2(start.x * sizeX + offsetX, start.y * sizeY + offsetY); end = new Vector2(end.x * sizeX + offsetX, end.y * sizeY + offsetY); if (LineCaps && i == 1) { segments.Add(CreateLineCap(start, end, SegmentType.Start)); } segments.Add(CreateLineSegment(start, end, SegmentType.Middle)); if (LineCaps && i == pointsToDraw.Length - 1) { segments.Add(CreateLineCap(start, end, SegmentType.End)); } } } // Add the line segments to the vertex helper, creating any joins as needed for (var i = 0; i < segments.Count; i++) { if (!LineList && i < segments.Count - 1) { var vec1 = segments[i][1].position - segments[i][2].position; var vec2 = segments[i + 1][2].position - segments[i + 1][1].position; var angle = Vector2.Angle(vec1, vec2) * Mathf.Deg2Rad; // Positive sign means the line is turning in a 'clockwise' direction var sign = Mathf.Sign(Vector3.Cross(vec1.normalized, vec2.normalized).z); // Calculate the miter point var miterDistance = LineThickness / (2 * Mathf.Tan(angle / 2)); var miterPointA = segments[i][2].position - vec1.normalized * miterDistance * sign; var miterPointB = segments[i][3].position + vec1.normalized * miterDistance * sign; var joinType = LineJoins; if (joinType == JoinType.Miter) { // Make sure we can make a miter join without too many artifacts. if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) { segments[i][2].position = miterPointA; segments[i][3].position = miterPointB; segments[i + 1][0].position = miterPointB; segments[i + 1][1].position = miterPointA; } else { joinType = JoinType.Bevel; } } if (joinType == JoinType.Bevel) { if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) { if (sign < 0) { segments[i][2].position = miterPointA; segments[i + 1][1].position = miterPointA; } else { segments[i][3].position = miterPointB; segments[i + 1][0].position = miterPointB; } } var join = new UIVertex[] { segments[i][2], segments[i][3], segments[i + 1][0], segments[i + 1][1] }; vh.AddUIVertexQuad(join); } } vh.AddUIVertexQuad(segments[i]); } if (vh.currentVertCount > 64000) { Debug.LogError("Max Verticies size is 64000, current mesh vertcies count is [" + vh.currentVertCount + "] - Cannot Draw"); vh.Clear(); return; } } private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type) { if (type == SegmentType.Start) { var capStart = start - ((end - start).normalized * LineThickness / 2); return CreateLineSegment(capStart, start, SegmentType.Start); } else if (type == SegmentType.End) { var capEnd = end + ((end - start).normalized * LineThickness / 2); return CreateLineSegment(end, capEnd, SegmentType.End); } Debug.LogError("Bad SegmentType passed in to CreateLineCap. Must be SegmentType.Start or SegmentType.End"); return null; } private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type) { Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * LineThickness / 2; var v1 = start - offset; var v2 = start + offset; var v3 = end + offset; var v4 = end - offset; //Return the VDO with the correct uvs switch (type) { case SegmentType.Start: return SetVbo(new[] { v1, v2, v3, v4 }, startUvs); case SegmentType.End: return SetVbo(new[] { v1, v2, v3, v4 }, endUvs); default: return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs); } } } }